Time-dependent client inactivity indicia in a multi-user animation environment

ABSTRACT

A method for managing a multi-user animation platform is disclosed. A three-dimensional space within a computer memory is modeled. An avatar of a client is located within the three-dimensional space, the avatar being graphically represented by a three-dimensional figure within the three-dimensional space. The avatar is responsive to client input commands, and the three-dimensional figure includes a graphical representation of client activity. The client input commands are monitored to determine client activity. The graphical representation of client activity is then altered according to an inactivity scheme when client input commands are not detected. Following a predetermined period of client inactivity, the inactivity scheme varies non-repetitively with time.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of Ser. No. 13/286,045, filed Oct.31, 2011, which claims priority pursuant to 35 U.S.C. § 119(e) to U.S.non-provisional application Ser. No. 11/928,584, filed Oct. 30, 2007,now U.S. Pat. No. 8,049,756, the entire contents of which are eachhereby incorporated herein by reference in their entirety.

FIELD

The field of the present invention relates to virtual computer-generatedenvironments in which participants are represented by computer-generatedavatars, and in particular for environments that simulate an actual 3-Denvironment and allow for simultaneous participation of multipleplayers.

BACKGROUND

Computer generated virtual environments are increasingly popular methodsfor people, both real and automated, to interact within a networkedsystem. The creation of virtualized worlds, three dimensional orotherwise, is well known. Simple text based adventures such as “Zork”,early “first person shooter” games such as “Doom”, and ultimatelynumerous highly complex environments such as “Halo” are well known inthe art. Various on-line environments are known in which a 3-D physicalworld (actual or fantasy) is simulated. Environments of this type aresometimes referred to as “virtual reality” or “virtual reality universe”(VRU) environments.

In known VRU environments, an actual or fantasy universe is simulatedwithin a computer memory. Multiple players may participate in theenvironment through a computer network, such as a local area network ora wide area network. Each player selects an “avatar,” which may comprisea three-dimensional figure of a man, woman, or other being, to representthem in the VRU environment. Players send inputs to a VRU engine to movetheir avatars around the VRU environment, and are able to causeinteraction between their avatars and objects in the VRU. For example, aplayer's avatar may interact with an automated entity or person,simulated static objects, or avatars operated by other players.

The VRU may take the form of at least one area or environment which is avirtual-reality three-dimensional map existing in a computer memory,consisting of elements that may include but are not limited torepresentations of rooms, outdoor areas, exotic environments, objects,people, animals, robots, avatars, robot avatars, time elements,additional spatial elements, and activities. Users establish a presencein the VRU by creating or using an avatar, which is a three-dimensionalrepresentative of the user in the VRU, and which can be navigated by theuser operating a remote client computer around various environments inthe VRU. A view or views of the VRU are displayed to the user using acomputer display and user interface software of the client as known inthe art. Each user provides input commands to a computer controlling theVRU using an input device connected to a local node or client, which isin turn connected to the networked computer system. The VRU is shared byall players and participants, using elements from the common memory.

The computer system is used to control the action of the avatars inresponse to client input. For example, avatars may be limited to simplyobserving the environment or area. But usually, avatars can interactwith some or all of: other avatars, objects, the environment (e.g.,walls, floors, roads, lakes, etc.), and automated or robotic avatarswithin at least one environment. Interactions by one avatar with anyother avatar, object, the environment or automated or robotic avatarsmay result in outcomes that may effect or can be otherwise observed orexperienced by other avatars, objects, the environment, and automated orrobotic avatars within the at least one environment of the VRU.

Typically, within VRU environments, when the client stops providingcommands to direct the actions of the chosen avatar, the avatar ceasesall affirmative action. In some environments, the avatar simply ceasesall motion and movement. In other environments, the graphicalrepresentation of the avatar is pre-programmed to mimic an action aperson might perform while waiting, such as tapping a foot or pacing. Insome VRU environments, the avatar might continue to mimic the waitingaction indefinitely. In others, following a predetermined amount of timefor the inactivity, the VRU environment will automatically log theclient out of the environment, making the avatar appear to suddenlyvanish when viewed by other users within the environment.

SUMMARY

The present invention is directed toward a method for managingtime-dependant client inactivity indicia in a multi-user virtualanimation environment. A three-dimensional space within a computermemory is modeled, and an avatar of a client is located within thethree-dimensional space. The avatar is graphically represented by athree-dimensional figure within the three-dimensional space and isresponsive to client input commands. The three-dimensional figure of theavatar includes a graphical representation of client activity. Clientinput commands for the avatar are monitored to determine clientactivity. The client input commands are monitored to determine clientactivity. The graphical representation of client activity is thenaltered according to an inactivity scheme when client input commands arenot detected. Following a predetermined period of client inactivity, theinactivity scheme varies non-repetitively with time. Preferably, theinactivity scheme includes an algorithm for altering a transparency ofthe three-dimensional figure over time. Transparency indicates a degreeto which a graphical representation of the avatar occludes backgroundobjects displayed on a display screen of a client terminal. For example,a 50% transparent avatar means that 50% of pixel values are taken fromrendering the avatar and 50% from rendering background areas of theenvironment that would be otherwise obscured by the avatar.

Accordingly, a method for managing time-dependant client inactivityindicia in a multi-user virtual animation environment is disclosed.Advantages of the improvements will appear from the drawings and thedescription of the preferred embodiment.

BRIEF DESCRIPTION OF THE DRAWINGS

In the drawings, wherein like reference numerals refer to similarcomponents:

FIG. 1 is a schematic diagram showing a first system for implementing amulti-user animation environment;

FIG. 2 is a schematic diagram showing a second system for implementing amulti-user animation environment;

FIG. 3 is a timeline diagram showing periods of activity and inactivityfor an avatar within a multi-user animation environment;

FIG. 4 is a flow diagram showing exemplary steps of a processing methodfor creating a varying transparency in a VRU environment; and

FIG. 5 is a screenshot showing exemplary output from the method forcreating a varying transparency in a VRU environment.

DETAILED DESCRIPTION

A system for providing a VRU to multiple users may comprise any numberof client sites, nodes, or terminals. As shown in FIG. 1, the system 100includes a personal computer 104, two portable computers 106, 110, adigital assistant 108 (which may also be in the form of a compactplayer, cell phone, or similar hand held device), and a router 112communicating via a wide area network (WAN) 102 to one or more servers114. The servers 114 store and serve VRU data and software to the clientsites. Software or firmware may also be located at each client site,configured to work cooperatively with software or firmware operating onservers 114. Generally, any number of clients may be communicating withservers 114 for participation in the VRU at any given time.

Referring to FIG. 2, a system 200 for providing a VRU includesserver-side components 202 (to the left of dashed line 222) andclient-side components 204 (to the right of dashed line 222). Theserver-side components 202 include a portal 220 for managing connectionsto multiple simultaneous players. The portal 220 interacts with a VRUengine 218, passing user input from multiple clients/players to the VRUengine 218, and passing data from the VRU engine 218 to respectiveindividual players. The VRU engine 218 is operatively associated withvarious memory spaces 208, and a personalized or common data space 210.As known in the art, objects in a VRU are modeled as three-dimensionalobjects, or two-dimensional objects, having a defined location,orientation, surface, surface texture, and other properties for graphicrendering or game behavior. The memory spaces 208 hold active orinactive instances of defined spaces used in the VRU environment. Thepersonalized space 210 may include various different personal areas eachassigned to a different client, for example, avatar or avataraccessories data. As an alternative the memory spaces 208 may be furthersegmented and the personalized space 210 may be incorporated therein.The VRU engine 218 may operate with other memory areas not shown in FIG.2, for example various data libraries, archives, and records notinconsistent with the methods and systems disclosed herein. The serverside components 218 may be implemented differently than describedherein, as the skilled artisan will recognize that different designchoices may be made to achieve similar results.

With such a configuration, users may customize their avatars to have anappearance and qualities specified by each user. Customization mayinclude choice of avatar character, features, clothing, and/oraccessories from an online catalog or store. The particular arrangementselected by a user may reside in the personalized space 210 associatewith the particular user, specifying which avatar elements are to bedrawn from a common space to construct the avatar as designed by theuser. Alternatively, the entire customized avatar instance may be storedin the personalized space for the user. In another alternative, or inaddition, a user may own customized elements of an avatar, includingclothing, accessories, simulated physical powers, etc., that are storedsolely in the personalized space and are not available to other users.Avatars may move and interact both with common elements and personalizedelements.

A separate administration module 206 may operate at the server level tocreate, update, modify or otherwise control the content of the VRU asdefined in the memory areas 208. Generally, changes in the personalspace 210 are driven by individual users, either through the VRUadministrator 206 or another module. Control of common areas, i.e., thegame environment and the objects in it, are made via the administratormodule 206.

At the client level, a player interface module 224 is installed toreceive player inputs from one or more user input devices 228, such as akeyboard, mouse, pointer, or microphone, and provide data to the VRUengine 218 via the portal 222 in response to the input. The playerinterface module may also receive game data from the portal 220 andprocess the data for display on the display 226 and for audio output onthe speaker 230. Various systems and methods for providing athree-dimensional, multiplayer interactive animation to multiple playersare known in the art, or may be adapted by one of ordinary skill for usewith the invention. For example, rendering of a scene may be performedat the client or server level. Generally, it may be advantageous toperform calculations and graphics operations, to the extent possible, atthe client level, thereby freeing up network bandwidth and minimizingloads on the server. The invention is not limited to a particularhardware or software architecture for carrying out the steps describedherein.

As part of the VRU environment, each user's avatar is associated with agraphical representation of client activity. This graphicalrepresentation may take any form which provides visual cues as to theactivity status of the client of any given avatar. Such visual cuesinform other users within the VRU environment that the client of aparticular avatar is active or inactive, and as described in more detailbelow, may be used to provide other users with an estimate of the lengthof time a particular client has been inactive. For example, when theavatar is actively receiving input commands from the client, thegraphical representation may be the action of the avatar acting out theinput commands. Alternatively, an active avatar may display a badgeindicating the active status of the client, or the avatar may bedisplayed without transparency. Essentially, the form that the graphicalrepresentation of client activity, or inactivity, takes is a matter ofdesign choice. Then, when the avatar becomes inactive, the graphicalrepresentation of client activity changes according to an inactivityscheme to indicate client inactivity. The inactivity scheme may have asingle segment which includes non-repetitive changes to the graphicalrepresentation of client activity as a visual cue to indicate how longthe client has been inactive. Alternatively, the inactivity scheme maybe divided into multiple segments, each segment using different changesto the graphical representation of client activity, to provide moreaccurate information about how long the client has been inactive.

FIG. 3 shows a timeline 300 illustrating the active and inactive periodsfor a client and that client's avatar. Client activity may be monitoredeither by the VRU engine, or by the player interface. The timeline 300is broken into three segments, with the first segment 302 being theperiod of time, between to and t1, during which the client is active,i.e., the player interface is actively receiving input commands from theclient. The actual time between to and t1 is entirely arbitrary anddepends upon client interaction with the player interface and VRUengine. On the timeline 300, time t1 is the time at which the VRU systemdetermines that the client is inactive. Client activity is defined asreceiving at least one input command per command cycle, with eachcommand cycle being a short period of time which is set according todesign choice. For example, a command cycle may be as little as 0.5seconds or less, or as much as 10 seconds or more. Thus, if the commandcycle is set at 5 seconds and an input command is not received duringany one command cycle, then the system will identify the client asinactive. If any input commands are received when the client isidentified as inactive, then the system once again recognizes the clientas being active. As indicated above, during this first segment, thegraphical representation of client activity is the action of the avataracting out the input commands.

The second timeline segment 304, between t1 and t2, beginsimplementation of the inactivity scheme. At time t1, they VRU systemidentifies the client as being inactive during a single command cycle.During the entire second timeline segment, the client is identified asinactive by the VRU system. The inactivity scheme is carried out duringthe second segment 304 and through the third segment 306 as alterationsto the graphical representation of client activity, so long as theclient remains inactive. If at any time during the second timelinesegment 304 or third timeline segment 306, the client input commands arereceived for the avatar, then the timeline is reset to, and themonitoring of client activity begins again.

During the second segment 304, the graphical representation of clientactivity is preferably exemplified by the avatar mimicking a waitingaction, e.g. tapping its toes, pacing, scratching its head, and thelike, as the system waits for additional input commands from the client.The mimicking of a waiting action is a change to the graphicalrepresentation of client activity as compared to how the avatargraphically appeared during the first timeline segment 302.

The actual time between t1 and t2 is predetermined and based upon designchoice. After time t2, the third timeline segment 306 begins, andcontinues between times t2 and b. During this third timeline segment306, the graphical representation of client activity is alterednon-repetitively with time. For example, while the tapping toes, pacing,and head scratching is repetitive action and may continue, anon-repetitive change is introduced to the alterations being made to thegraphical representation of client activity.

A suitable non-repetitive alteration may comprise a change in theoverall transparency of the three-dimensional figure representing theavatar. Other non-repetitive alterations may be introduced in place of,or in addition to, changes in the transparency of the three-dimensionalfigure, as a matter of design choice. In the case of changes to thetransparency, the three-dimensional figure will generally have anassigned transparency value during regular activities within the VRUenvironment. During this third timeline segment 306, the predefinedtransparency value may be linearly, or non-linearly, changed over timein a non-repetitive and non-cyclical manner. Such linear or non-linearchanges may be made according to a predetermined algorithm incorporatedinto one of the VRU engine or the player interface. By making changes tothe graphical representation of client activity in this manner, otherusers can readily estimate the length of time since an inactive avataractively received input commands from its client.

At the end of the third timeline segment 306, at time h, the inactiveavatar may be removed entirely from the VRU environment, or it may berelocated to a home or safe location that is reserved expressly forinactive avatars. The time between t2 and b is predetermined and basedupon design choice. Should the user once again desire to resumeactivities, the user can direct the avatar to either reenter the VRU orsimply leave the home location, thereby allowing the user to resumeinteraction within the VRU environment.

Varying transparency of an avatar or other modeled object in a VRUenvironment may be accomplished in various ways. It should beremembered, however, that bandwidth and computational limits coupledwith the need to maintain near real time responsiveness of themulti-user animation taking place in the VRU environment may constrainrendering methods. It may therefore be desirable to vary transparency ina manner that does not require ray tracing of a modeledthree-dimensional environment that includes modeled solids of varyingtransparency. Such a brute force computational force would be undulyslow and cumbersome for present network and computational resources usedby most consumers. The effect of partial transparency may be moreefficiently modeled using a two-dimensional map or projection of themodeled environment.

FIG. 4 illustrates an exemplary processing method 400 for creating avarying transparency in a VRU environment. At the host level, a VRUcompilation process collects transient data needed for generating clientviews of the environment and distributes this data to respective remoteclients. Each client may receive only that data needed for providing arendered view personalized for the client. The transient data maycomprise geometric data concerning moving objects in a particular scene,especially positions and orientations of avatars in a scene. Data formovable modeled objects may also be included in the transient data. Inthis example, the client retains data for immovable background objects.

Once the data is received, each client may begin processing thetransient data to develop a three-dimensional model of the scene. Thismodel may comprise an environmental model 402 of the background and anavatars model 404 of the avatars in the scene. The models 402, 404describe the positions and orientations of the objects making up the VRUenvironment and avatars in them.

The client then performs an efficient perspective projection of themodels 402, 404 to obtain respective environmental projection 406 andavatar projection 408. Coloration of the projections may be determinedusing texture mapping. Bump mapping may also be used for greater realismif sufficient computational resources are available. The environmentalprojection 406 may therefore comprise a two-dimensional map of the 30environmental model 402 using a perspective projection. The avatarprojection may comprise a two-dimensional map of avatars positioned inthe environment according to the same perspective projection. The clientmay also maintain a record for aligning the two projections anddetermining a background/foreground hierarchy to determine which partsof the projections should remain in front in a combined projection.

Pixel transparency of the two-dimensional avatar projection may then beset somewhere in the range between 0% to 100%, with 0% corresponding tonormal (opaque) and 100% transparent to no coloration (invisible). Thedegree of transparency may be set according to time since last avataractivity, as described elsewhere herein. The client may measure activityfrom changes in avatar position or orientation, but more preferably,periodically receives an indicator from the host setting currenttransparency values for avatar in the scene. The host may determinetransparency values based on time since any input is received from eachclient associated with an avatar, regardless of avatar movement. Forexample, if an avatar is still while its client engages in a chatactivity, the avatar may be considered active even if it is not beingmoved in response to client commands.

After the transparency is set to a determined value for each avatar, thetwo-dimensional projections of the environment and the avatars may becombined according to the perspective of a selected viewpoint to preparea combined projection 412. Where pixel values from different projectionsoverlap, pixels in the combined projection may be set according to whichpixel is nearer the foreground. Determination of relative position ofoverlapping objects may be computed during projection and maintainedusing a hierarchical ordering. If a foreground pixel has a transparencyvalue greater than 0%, the corresponding pixel may take on the coloringof the more distant pixel to a degree determined by the transparencysetting. For example, a 50% transparent object may be displayed byaveraging the color values of the foreground and background pixels, orin the alternative, by displaying every other foreground pixelalternating with a background pixel.

An exemplary effect of the foregoing process in shown in FIG. 5,depicting an exemplary screenshot 500. The screenshot includes a view ofa background environment 508, non-transparent avatars 506 andtransparent avatars 502, 504. The transparency of avatars 502, 504 isdetermined in accordance with a time-dependent measure of clientinactivity. Pixel coloration from the environment 508 is apparent withinthe outline of the partially transparent avatars 502, 504. Hence, allclients receiving this view are alerted to inactivity by clientscontrolling those avatars.

Thus, an improved method for managing time-dependant client inactivityindicia in a multi-user virtual animation environment is disclosed.While embodiments of this invention have been shown and described, itwill be apparent to those skilled in the art that many moremodifications are possible without departing from the inventive conceptsherein. The invention, therefore, is not to be restricted except asdefined by the following claims.

What is claimed is:
 1. A method for multi-user animation comprising:modeling a three-dimensional space within a computer memory; locating anavatar within the three-dimensional space, the avatar being responsiveto input commands from a client to act within the modeledthree-dimensional space; monitoring the input commands to determine aperiod of time the client is inactive, wherein the period of time theclient is inactive is determined using cessation of any user inputcommands regardless of whether the commands cause movement of theavatar; and removing the avatar from the space in response todetermining that the client has remained inactive for a threshold periodof time.
 2. The method of claim 1, further comprising automaticallydisplaying the avatar engaging in a graphical representation of awaiting action during at least part of an inactivity period taking placebetween the last client interaction with the avatar and removing theavatar.
 3. The method of claim 2, wherein the at least part of anactivity period is the entire period taking place between the lastclient interaction with the avatar and removing the avatar.
 4. Themethod of claim 2, wherein the graphical representation comprises atleast one of the avatar tapping its toes, pacing and scratching itshead.
 5. The method of claim 1, further comprising measuring inactivityof the client using cessation of interaction with the avatar as astarting time.
 6. The method of claim 1, further comprising allowing auser of the client to resume interaction with the three-dimensionalspace when the user directs the avatar to reenter the three-dimensionalspace.
 7. A method for multi-user animation, comprising: modeling athree-dimensional space within a computer memory; locating an avatarwithin the three-dimensional space, the avatar being responsive to inputcommands from a client to act within the modeled three-dimensionalspace; monitoring the input commands to determine how long the client isinactive, wherein how long the client is inactive is determined usingcessation of any user commands regardless if the user commands causemovement of the avatar; and moving the avatar to a home location inresponse to determining that the client has remained inactive for athreshold period of time.
 8. The method of claim 7, further comprisingautomatically displaying the avatar engaging in a graphicalrepresentation of a waiting action during at least part of an inactivityperiod taking place between the last client interaction with the avatarand moving the avatar.
 9. The method of claim 8, where in the at leastpart of an activity period is the entire period taking place between thelast client interaction with the avatar and removing the avatar.
 10. Themethod of claim 8, wherein the graphical representation comprises atleast one of the avatar tapping its toes, pacing and scratching itshead.
 11. The method of claim 7, further comprising measuring inactivityof the client using cessation of interaction with the avatar as astarting time.
 12. The method of claim 7, further comprising allowing auser of the client to resume interaction with the three-dimensionalspace when the user directs the avatar to leave the home location. 13.The method of claim 7, further comprising directing the avatar toreenter the three-dimensional space based on the client input commands.14. The method of claim 7, further comprising directing the avatar toleave the home location, based on the client input commands.
 15. Amethod for multi-user animation, comprising: modeling athree-dimensional space within a computer memory; locating an avatarwithin the three-dimensional space, the avatar being responsive to inputcommands from a client to act within the modeled three-dimensionalspace; monitoring the input commands to determine how long the client isinactive, wherein how long the client is inactive is determined usingcessation of any user commands regardless if the user commands causemovement of the avatar; and moving the avatar to a safe location that isreserved expressly for inactive avatars in response to determining thatthe client has remained inactive for a threshold period of time.
 16. Themethod of claim 15, further comprising automatically displaying theavatar engaging in a graphical representation of a waiting action duringat least part of an inactivity period taking place between the lastclient interaction with the avatar and moving the avatar.
 17. The methodof claim 15, further comprising moving the avatar out of the safelocation upon resumption of client activity.
 18. The method of claim 16,wherein the graphical representation comprises at least one of theavatar tapping its toes, pacing and scratching its head.
 19. The methodof claim15, further comprising measuring inactivity of the client usingcessation of interaction with the avatar as a starting time.
 20. Themethod of claim 15, further comprising allowing a user of the client toresume interaction with the three-dimensional space when the userdirects the avatar to leave the safe location.